use crate::{
audio::sfx::{SfxEvent, SfxTriggerItem, SfxTriggers, SFX_DIST_LIMIT_SQR},
scene::{Camera, Terrain},
AudioFrontend,
};
use super::EventMapper;
use client::Client;
use common::{
comp::{
inventory::slot::EquipSlot, item::ItemKind, CharacterAbilityType, CharacterState,
Inventory, Pos,
},
terrain::TerrainChunk,
};
use common_state::State;
use hashbrown::HashMap;
use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
use std::time::{Duration, Instant};
#[derive(Clone)]
struct PreviousEntityState {
event: SfxEvent,
time: Instant,
weapon_drawn: bool,
}
impl Default for PreviousEntityState {
fn default() -> Self {
Self {
event: SfxEvent::Idle,
time: Instant::now(),
weapon_drawn: false,
}
}
}
pub struct CombatEventMapper {
event_history: HashMap<EcsEntity, PreviousEntityState>,
}
impl EventMapper for CombatEventMapper {
fn maintain(
&mut self,
audio: &mut AudioFrontend,
state: &State,
player_entity: specs::Entity,
camera: &Camera,
triggers: &SfxTriggers,
_terrain: &Terrain<TerrainChunk>,
_client: &Client,
) {
let ecs = state.ecs();
let cam_pos = camera.get_pos_with_focus();
for (entity, pos, inventory, character) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
ecs.read_storage::<Inventory>().maybe(),
ecs.read_storage::<CharacterState>().maybe(),
)
.join()
.filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
{
if let Some(character) = character {
let sfx_state = self.event_history.entry(entity).or_default();
let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
Self::map_event(character, sfx_state, inv)
});
if Self::should_emit(sfx_state, triggers.get_key_value(&mapped_event)) {
let sfx_trigger_item = triggers.get_key_value(&mapped_event);
audio.emit_sfx(sfx_trigger_item, pos.0, None);
sfx_state.time = Instant::now();
}
sfx_state.event = mapped_event;
sfx_state.weapon_drawn = Self::weapon_drawn(character);
}
}
self.cleanup(player_entity);
}
}
impl CombatEventMapper {
pub fn new() -> Self {
Self {
event_history: HashMap::new(),
}
}
fn cleanup(&mut self, player: EcsEntity) {
const TRACKING_TIMEOUT: u64 = 10;
let now = Instant::now();
self.event_history.retain(|entity, event| {
now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
|| entity.id() == player.id()
});
}
fn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
) -> bool {
if let Some((event, item)) = sfx_trigger_item {
if &previous_state.event == event {
previous_state.time.elapsed().as_secs_f32() >= item.threshold
} else {
true
}
} else {
false
}
}
fn map_event(
character_state: &CharacterState,
previous_state: &PreviousEntityState,
inventory: &Inventory,
) -> SfxEvent {
let equip_slot = character_state
.ability_info()
.and_then(|ability| ability.hand)
.map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
if let Some(item) = inventory.equipped(equip_slot) {
if let ItemKind::Tool(data) = &*item.kind() {
if character_state.is_attack() {
return SfxEvent::Attack(
CharacterAbilityType::from(character_state),
data.kind,
);
} else if character_state.is_music() {
if let Some(ability_spec) = item
.ability_spec()
.map(|ability_spec| ability_spec.into_owned())
{
return SfxEvent::Music(data.kind, ability_spec);
}
} else if let Some(wield_event) = match (
previous_state.weapon_drawn,
Self::weapon_drawn(character_state),
) {
(false, true) => Some(SfxEvent::Wield(data.kind)),
(true, false) => Some(SfxEvent::Unwield(data.kind)),
_ => None,
} {
return wield_event;
}
}
}
SfxEvent::Idle
}
fn weapon_drawn(character: &CharacterState) -> bool {
character.is_wield() || matches!(character, CharacterState::Equipping { .. })
}
}
#[cfg(test)] mod tests;